Sheriff_Fatman said:
You introduced the side issue of whether to call them modules or not. If you wanted the discussion to remain tightly focused on the point, you should have exercised a little self-control instead of indulging yourself by inclusion of silly insults.
Please whine. The entertainment value alone is fun, albeit in a guilty way.
Rosh said:
Modules have not been used to designate game additions until recently, which I pointed out. Sorry, but that time you wasted in posting that useless bullshit was wasted.
Simply not true. Anyone playing PnP in the 80s will be able to tell you that "module" was a pretty standard term and the the modules for NWN fulfil an identical role,and are therefore able to be covered by the same term.
Nice dodge. NOT.
Okay, for the third and last time until I call the SPCA to gas your dumb-as-a-brick ass.
Modules have not been used to refer to computer game additions (mostly just CRPGs) until recently.
Clear enough for you? There's that
context thing again, dipshit. User-created add-ons have not been called "modules" in computer gaming until recently.
If you want to argue more, that's your problem, twit.
Rosh said:
To put it simply and in deference to you, it means that even those without knowledge of programming could use them, but as they use them, they may learn something about programming.
So you say. It's a bit hard to judge for ourselves exactly what can be achieved with these tools without programming, as you refuse to name them.
Nice (attempt of a) dodge to try and pull your foot from your mouth from your previous statement.
You're not drawing that one any more out of context, Sparky, so don't even try.
Rosh said:
How the fuck do you think Counter-Strike, TFC, and many other mods do it?
CS suffers horribly from one of the problems to which I was referring - ease of hacking.
Also, I don't play CS, but as I understand FPS mods, you have to download a seperate (very large) client to run the games with alternate codebase. This is one of the other problems. If each one (or even a significant number) of the 1000+ modules of NWN required seperate client, it would be far less workable as a solution for most of the players and mod makers.
As I guessed, you're a clueless twat, as usual. The above is the biggest load of bullshit I've ever had the displeasure to read.
Anyone who is even barely knowledgeable about mods know that they act as a
supplement to the original program, add in code to work, while not interfering with the original program. To put it simply, they do not need a separate client, but a client addition or modification (usually they will splice off a copy of the core program and patch in the changes in the case of total conversion mods, but still not requiring you to d/l a whole new client). Mostly, it's downloading the skins, handling code, and sound files.
Again, thank you for proving yourself to be paddling around the shallow end of the gene pool. Not only are you completely clueless about FPS mods, but I suspect modding in general.
You wonder why I call you a moron, it's because you're arguing persistently about material you know nothing about.
Dumb clients suffer some of the same disadvantages and some of their own.
If you have a dumb client, and want to allow people to modify the game's codebase, you have to have either:
This is going to be rich...let's see how badly you did...
1) a server (and communication protocol) sophisticated enough to work with an unspecified client.
2) update every server (or build a new server) everytime time a new client is released.
3) bundle the main part of the game codebase (any bits you want people to be able to change) into the mods themselves.
No, you waffling moron, a dumb client means that the server does basically everything. Therefore, it just throws commands to the server and the server processes them and spits back the results.
To hold your hand in an explanation, here's an example. Try not to get lost.
There is something called UOX. It emulates UO's servers, where the cost-free server admins can do whatever they want in terms of development, and it will still use the official UO client
without any client-side patches.
The funny thing is, they can add in new skills and other material quite easily, no patching required on the client's part or anything needing to implement this. All the changes are done to the server and all the player needs to do is change some config settings and they can play.
That is because essentially, the UO Client program is what the industry calls a "dumb client".
The fact is, this type of flexibility comes at a price. Where you pay the price in the games creators' control, but the price is always hefty, and gets passed on to the user, one way or another.
Just shut up, Captain Clueless. You're not doing yourself any favors. You're in no position to make any of the above statements when you've proven yourself time and again to be completely
Without a Clue™.
However, I do still consider NWN a big step forward, possibly still groundbreaking (perhaps only in the context of fantasy CRPG's).
Hello? Did you even pay attention to the other posts about the UOX servers, and other games that have been around for much longer (and I'm not referring to what I was talking about earlier in this)?
Or are you just going to fanboy around on BioWare's ass some more?
For your statement to even be
remotely half-ass correct, it's groundbreaking...for D&D.